IF

Interactive fiction, often abbreviated IF, describes software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives and as computer games. In common usage, the word refers to text adventures, a type of adventure game with text-based input and output. The term is sometimes used to encompass the entirety of the medium, but is also sometimes used to distinguish games produced by the interactive fiction community from those created by games companies. It can also be used to distinguish the more modern style of such works, focusing on narrative and not necessarily falling into the adventure game genre at all, from the more traditional focus on puzzles. More expansive definitions of interactive fiction may refer to all adventure games, including wholly graphical adventures such as Myst.
As a commercial product, interactive fiction reached its peak in popularity in the 1980s, as a dominant software product marketed for home computes. Today, interactive fiction no longer appears to be commercially viable, but a constant stream of new works is produced by an online interactive fiction community, using freely available development systems. Most of these games can be downloaded for free from the Interactive Fiction Archive.
The term "interactive fiction" is also occasionally used to refer to hypertext fiction, collaborative fiction, or even a participatory novel, according to the New York Times. It is also used to refer to literary works that are not read in a linear fashion, but rather the reader is given choices at different points in the text; the reader's choice determines the flow and outcome of the story. The most famous example of this form of interactive fiction is the Choose Your Own Adventure book series
Text adventures are one of the oldest types of computer games and form a subset of the adventure genre. The player uses text input to control the game, and the game state is relayed to the player via text output.
Input is usually provided by the player in the form of simple sentences such as "get key" or "go east", which are interpreted by a parser. Parsers may vary in sophistication; the first text adventure parsers could only handle two-word sentences in the form of verb-noun pairs. Later parsers could handle increasing levels of complexity from sentences such as "open the red box with the green key then go north". This level of complexity is the standard for works of interactive fiction today.
Works of interactive fiction function like single-player Multi-User Dungeons or 'MUDs', and the original MUD was actually a multi-player generalization of Zork (one version of which was called Dungeon). MUDs, which became popular in the mid-1980s, rely on a textual exchange and accept similar commands from players as do works of IF, but the social aspects and the communities of players who participate are often the most important features of MUDs.
Interactive fiction usually relies on reading from a screen and on typing input, although speech synthesis allows blind and visually impaired users to play interactive fiction.

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